aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3952
1 files changed, 3952 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..e4f2e6b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3952 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69 private bool m_isphantom;
70 private bool m_fakeisphantom;
71 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
73
74 protected bool m_building;
75 protected bool m_forcePosOrRotation;
76 private bool m_iscolliding;
77
78 internal bool m_isSelected;
79 private bool m_delaySelect;
80 private bool m_lastdoneSelected;
81 internal bool m_outbounds;
82
83 private Quaternion m_lastorientation = new Quaternion();
84 private Quaternion _orientation;
85
86 private Vector3 _position;
87 private Vector3 _velocity;
88 private Vector3 _torque;
89 private Vector3 m_lastVelocity;
90 private Vector3 m_lastposition;
91 private Vector3 m_rotationalVelocity;
92 private Vector3 _size;
93 private Vector3 _acceleration;
94 private Vector3 m_angularlock = Vector3.One;
95 private IntPtr Amotor = IntPtr.Zero;
96
97 private Vector3 m_force;
98 private Vector3 m_forceacc;
99 private Vector3 m_angularForceacc;
100
101 private float m_invTimeStep = 50.0f;
102 private float m_timeStep = .02f;
103
104
105 private Vector3 m_PIDTarget;
106 private float m_PIDTau;
107 private bool m_usePID;
108
109 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
110 // and are for non-VEHICLES only.
111
112 private float m_PIDHoverHeight;
113 private float m_PIDHoverTau;
114 private bool m_useHoverPID;
115 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
116 private float m_targetHoverHeight;
117 private float m_groundHeight;
118 private float m_waterHeight;
119 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
120
121 private int body_autodisable_frames = 5;
122 private int bodydisablecontrol = 0;
123
124
125 // Default we're a Geometry
126 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
127 // Default colide nonphysical don't try to colide with anything
128 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
129
130 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
131 CollisionCategories.Character |
132 CollisionCategories.Land |
133 CollisionCategories.VolumeDtc);
134
135// private bool m_collidesLand = true;
136 private bool m_collidesWater;
137 public bool m_returnCollisions;
138
139 private bool m_NoColide; // for now only for internal use for bad meshs
140
141
142 // Default, Collide with Other Geometries, spaces and Bodies
143 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
144
145 public bool m_disabled;
146
147 public uint m_localID;
148
149 private IMesh m_mesh;
150 private object m_meshlock = new object();
151 private PrimitiveBaseShape _pbs;
152 public OdeScene _parent_scene;
153
154 /// <summary>
155 /// The physics space which contains prim geometry
156 /// </summary>
157 public IntPtr m_targetSpace = IntPtr.Zero;
158
159 public IntPtr prim_geom;
160 public IntPtr _triMeshData;
161
162 private PhysicsActor _parent;
163
164 private List<OdePrim> childrenPrim = new List<OdePrim>();
165
166
167 private bool m_throttleUpdates;
168 private int throttleCounter;
169 public float m_collisionscore;
170 int m_colliderfilter = 0;
171
172 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
173
174 private float m_density = 10.000006836f; // Aluminum g/cm3;
175 private byte m_shapetype;
176 public bool _zeroFlag;
177 private bool m_lastUpdateSent;
178
179 public IntPtr Body = IntPtr.Zero;
180 public String Name { get; private set; }
181 private Vector3 _target_velocity;
182
183 public Vector3 primOOBsize; // prim real dimensions from mesh
184 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
185 public float primOOBradiusSQ;
186 public d.Mass primdMass; // prim inertia information on it's own referencial
187 float primMass; // prim own mass
188 float primVolume; // prim own volume;
189 float _mass; // object mass acording to case
190 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
191
192 public int givefakepos = 0;
193 private Vector3 fakepos;
194 public int givefakeori = 0;
195 private Quaternion fakeori;
196
197 public int m_eventsubscription;
198 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
199
200 public volatile bool childPrim;
201
202 public ODEDynamics m_vehicle;
203
204 internal int m_material = (int)Material.Wood;
205 private float mu;
206 private float bounce;
207
208 /// <summary>
209 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
210 /// </summary>
211 public override bool IsPhysical // this is not reliable for internal use
212 {
213 get { return m_fakeisphysical; }
214 set
215 {
216 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
217 // and also to stop imediatly some updates
218 // but real change will only happen in taintprocessing
219
220 if (!value) // Zero the remembered last velocity
221 m_lastVelocity = Vector3.Zero;
222 AddChange(changes.Physical, value);
223 }
224 }
225
226 public override bool IsVolumeDtc
227 {
228 get { return m_fakeisVolumeDetect; }
229 set
230 {
231 m_fakeisVolumeDetect = value;
232 AddChange(changes.VolumeDtc, value);
233 }
234 }
235
236
237 public override bool Phantom // this is not reliable for internal use
238 {
239 get { return m_fakeisphantom; }
240 set
241 {
242 m_fakeisphantom = value;
243 AddChange(changes.Phantom, value);
244 }
245 }
246
247 public override bool Building // this is not reliable for internal use
248 {
249 get { return m_building; }
250 set
251 {
252 if (value)
253 m_building = true;
254 AddChange(changes.building, value);
255 }
256 }
257
258 public override void getContactData(ref ContactData cdata)
259 {
260 cdata.mu = mu;
261 cdata.bounce = bounce;
262
263 // cdata.softcolide = m_softcolide;
264 cdata.softcolide = false;
265
266 if (m_isphysical)
267 {
268 ODEDynamics veh;
269 if (_parent != null)
270 veh = ((OdePrim)_parent).m_vehicle;
271 else
272 veh = m_vehicle;
273
274 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
275 cdata.mu *= veh.FrictionFactor;
276 }
277 }
278
279 public override int PhysicsActorType
280 {
281 get { return (int)ActorTypes.Prim; }
282 set { return; }
283 }
284
285 public override bool SetAlwaysRun
286 {
287 get { return false; }
288 set { return; }
289 }
290
291 public override uint LocalID
292 {
293 get
294 {
295 return m_localID;
296 }
297 set
298 {
299 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
300 m_localID = value;
301 }
302 }
303
304 public override bool Grabbed
305 {
306 set { return; }
307 }
308
309 public override bool Selected
310 {
311 set
312 {
313 if (value)
314 m_isSelected = value; // if true set imediatly to stop moves etc
315 AddChange(changes.Selected, value);
316 }
317 }
318
319 public override bool Flying
320 {
321 // no flying prims for you
322 get { return false; }
323 set { }
324 }
325
326 public override bool IsColliding
327 {
328 get { return m_iscolliding; }
329 set
330 {
331 if (value)
332 {
333 m_colliderfilter += 2;
334 if (m_colliderfilter > 2)
335 m_colliderfilter = 2;
336 }
337 else
338 {
339 m_colliderfilter--;
340 if (m_colliderfilter < 0)
341 m_colliderfilter = 0;
342 }
343
344 if (m_colliderfilter == 0)
345 m_iscolliding = false;
346 else
347 m_iscolliding = true;
348 }
349 }
350
351 public override bool CollidingGround
352 {
353 get { return false; }
354 set { return; }
355 }
356
357 public override bool CollidingObj
358 {
359 get { return false; }
360 set { return; }
361 }
362
363 public override bool ThrottleUpdates
364 {
365 get { return m_throttleUpdates; }
366 set { m_throttleUpdates = value; }
367 }
368
369 public override bool Stopped
370 {
371 get { return _zeroFlag; }
372 }
373
374 public override Vector3 Position
375 {
376 get
377 {
378 if (givefakepos > 0)
379 return fakepos;
380 else
381 return _position;
382 }
383
384 set
385 {
386 fakepos = value;
387 givefakepos++;
388 AddChange(changes.Position, value);
389 }
390 }
391
392 public override Vector3 Size
393 {
394 get { return _size; }
395 set
396 {
397 if (value.IsFinite())
398 {
399 AddChange(changes.Size, value);
400 }
401 else
402 {
403 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
404 }
405 }
406 }
407
408 public override float Mass
409 {
410 get { return primMass; }
411 }
412
413 public override Vector3 Force
414 {
415 //get { return Vector3.Zero; }
416 get { return m_force; }
417 set
418 {
419 if (value.IsFinite())
420 {
421 AddChange(changes.Force, value);
422 }
423 else
424 {
425 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
426 }
427 }
428 }
429
430 public override void SetVolumeDetect(int param)
431 {
432 m_fakeisVolumeDetect = (param != 0);
433 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
434 }
435
436 public override Vector3 GeometricCenter
437 {
438 // this is not real geometric center but a average of positions relative to root prim acording to
439 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
440 // ignoring tortured prims details since sl also seems to ignore
441 // so no real use in doing it on physics
442 get
443 {
444 return Vector3.Zero;
445 }
446 }
447
448 public override Vector3 CenterOfMass
449 {
450 get
451 {
452 lock (_parent_scene.OdeLock)
453 {
454 d.Vector3 dtmp;
455 if (!childPrim && Body != IntPtr.Zero)
456 {
457 dtmp = d.BodyGetPosition(Body);
458 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
459 }
460 else if (prim_geom != IntPtr.Zero)
461 {
462 d.Quaternion dq;
463 d.GeomCopyQuaternion(prim_geom, out dq);
464 Quaternion q;
465 q.X = dq.X;
466 q.Y = dq.Y;
467 q.Z = dq.Z;
468 q.W = dq.W;
469
470 Vector3 Ptot = primOOBoffset * q;
471 dtmp = d.GeomGetPosition(prim_geom);
472 Ptot.X += dtmp.X;
473 Ptot.Y += dtmp.Y;
474 Ptot.Z += dtmp.Z;
475
476 // if(childPrim) we only know about physical linksets
477 return Ptot;
478 /*
479 float tmass = _mass;
480 Ptot *= tmass;
481
482 float m;
483
484 foreach (OdePrim prm in childrenPrim)
485 {
486 m = prm._mass;
487 Ptot += prm.CenterOfMass * m;
488 tmass += m;
489 }
490
491 if (tmass == 0)
492 tmass = 0;
493 else
494 tmass = 1.0f / tmass;
495
496 Ptot *= tmass;
497 return Ptot;
498 */
499 }
500 else
501 return _position;
502 }
503 }
504 }
505 /*
506 public override Vector3 PrimOOBsize
507 {
508 get
509 {
510 return primOOBsize;
511 }
512 }
513
514 public override Vector3 PrimOOBoffset
515 {
516 get
517 {
518 return primOOBoffset;
519 }
520 }
521
522 public override float PrimOOBRadiusSQ
523 {
524 get
525 {
526 return primOOBradiusSQ;
527 }
528 }
529 */
530 public override PrimitiveBaseShape Shape
531 {
532 set
533 {
534/*
535 IMesh mesh = null;
536 if (_parent_scene.needsMeshing(value))
537 {
538 bool convex;
539 if (m_shapetype == 0)
540 convex = false;
541 else
542 convex = true;
543 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
544 }
545
546 if (mesh != null)
547 {
548 lock (m_meshlock)
549 m_mesh = mesh;
550 }
551*/
552 AddChange(changes.Shape, value);
553 }
554 }
555
556 public override byte PhysicsShapeType
557 {
558 get
559 {
560 return m_shapetype;
561 }
562 set
563 {
564 m_shapetype = value;
565 AddChange(changes.Shape, null);
566 }
567 }
568
569
570 public override Vector3 Velocity
571 {
572 get
573 {
574 if (_zeroFlag)
575 return Vector3.Zero;
576 return _velocity;
577 }
578 set
579 {
580 if (value.IsFinite())
581 {
582 AddChange(changes.Velocity, value);
583 // _velocity = value;
584
585 }
586 else
587 {
588 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
589 }
590
591 }
592 }
593
594 public override Vector3 Torque
595 {
596 get
597 {
598 if (!IsPhysical || Body == IntPtr.Zero)
599 return Vector3.Zero;
600
601 return _torque;
602 }
603
604 set
605 {
606 if (value.IsFinite())
607 {
608 AddChange(changes.Torque, value);
609 }
610 else
611 {
612 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
613 }
614 }
615 }
616
617 public override float CollisionScore
618 {
619 get { return m_collisionscore; }
620 set { m_collisionscore = value; }
621 }
622
623 public override bool Kinematic
624 {
625 get { return false; }
626 set { }
627 }
628
629 public override Quaternion Orientation
630 {
631 get
632 {
633 if (givefakeori > 0)
634 return fakeori;
635 else
636
637 return _orientation;
638 }
639 set
640 {
641 if (QuaternionIsFinite(value))
642 {
643 fakeori = value;
644 givefakeori++;
645 AddChange(changes.Orientation, value);
646 }
647 else
648 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
649
650 }
651 }
652
653 public override Vector3 Acceleration
654 {
655 get { return _acceleration; }
656 set { }
657 }
658
659 public override Vector3 RotationalVelocity
660 {
661 get
662 {
663 Vector3 pv = Vector3.Zero;
664 if (_zeroFlag)
665 return pv;
666
667 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
668 return pv;
669
670 return m_rotationalVelocity;
671 }
672 set
673 {
674 if (value.IsFinite())
675 {
676 m_rotationalVelocity = value;
677 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
678 d.BodyEnable(Body);
679 }
680 else
681 {
682 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
683 }
684 }
685 }
686
687
688 public override float Buoyancy
689 {
690 get { return m_buoyancy; }
691 set
692 {
693 m_buoyancy = value;
694 }
695 }
696
697 public override bool FloatOnWater
698 {
699 set
700 {
701 AddChange(changes.CollidesWater, value);
702 }
703 }
704
705 public override Vector3 PIDTarget
706 {
707 set
708 {
709 if (value.IsFinite())
710 {
711 m_PIDTarget = value;
712 }
713 else
714 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
715 }
716 }
717
718 public override bool PIDActive { set { m_usePID = value; } }
719 public override float PIDTau
720 {
721 set
722 {
723 if (value <= 0)
724 m_PIDTau = 0;
725 else
726 {
727 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
728 if (value < mint)
729 m_PIDTau = mint;
730 else
731 m_PIDTau = value;
732 }
733 }
734 }
735
736 public override float PIDHoverHeight
737 {
738 set
739 {
740 m_PIDHoverHeight = value;
741 if (value == 0)
742 m_useHoverPID = false;
743 }
744 }
745 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
746 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
747 public override float PIDHoverTau
748 {
749 set
750 {
751 if (value <= 0)
752 m_PIDHoverTau = 0;
753 else
754 {
755 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
756 if (value < mint)
757 m_PIDHoverTau = mint;
758 else
759 m_PIDHoverTau = value;
760 }
761 }
762 }
763
764 public override Quaternion APIDTarget { set { return; } }
765
766 public override bool APIDActive { set { return; } }
767
768 public override float APIDStrength { set { return; } }
769
770 public override float APIDDamping { set { return; } }
771
772 public override int VehicleType
773 {
774 // we may need to put a fake on this
775 get
776 {
777 if (m_vehicle == null)
778 return (int)Vehicle.TYPE_NONE;
779 else
780 return (int)m_vehicle.Type;
781 }
782 set
783 {
784 AddChange(changes.VehicleType, value);
785 }
786 }
787
788 public override void VehicleFloatParam(int param, float value)
789 {
790 strVehicleFloatParam fp = new strVehicleFloatParam();
791 fp.param = param;
792 fp.value = value;
793 AddChange(changes.VehicleFloatParam, fp);
794 }
795
796 public override void VehicleVectorParam(int param, Vector3 value)
797 {
798 strVehicleVectorParam fp = new strVehicleVectorParam();
799 fp.param = param;
800 fp.value = value;
801 AddChange(changes.VehicleVectorParam, fp);
802 }
803
804 public override void VehicleRotationParam(int param, Quaternion value)
805 {
806 strVehicleQuatParam fp = new strVehicleQuatParam();
807 fp.param = param;
808 fp.value = value;
809 AddChange(changes.VehicleRotationParam, fp);
810 }
811
812 public override void VehicleFlags(int param, bool value)
813 {
814 strVehicleBoolParam bp = new strVehicleBoolParam();
815 bp.param = param;
816 bp.value = value;
817 AddChange(changes.VehicleFlags, bp);
818 }
819
820 public override void SetVehicle(object vdata)
821 {
822 AddChange(changes.SetVehicle, vdata);
823 }
824 public void SetAcceleration(Vector3 accel)
825 {
826 _acceleration = accel;
827 }
828
829 public override void AddForce(Vector3 force, bool pushforce)
830 {
831 if (force.IsFinite())
832 {
833 AddChange(changes.AddForce, force * m_invTimeStep);
834 }
835 else
836 {
837 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
838 }
839 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
840 }
841
842 public override void AddAngularForce(Vector3 force, bool pushforce)
843 {
844 if (force.IsFinite())
845 {
846 AddChange(changes.AddAngForce, force);
847 }
848 else
849 {
850 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
851 }
852 }
853
854 public override void CrossingFailure()
855 {
856 if (m_outbounds)
857 {
858 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
859 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
860 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
861
862 m_lastposition = _position;
863 _velocity.X = 0;
864 _velocity.Y = 0;
865 _velocity.Z = 0;
866
867 m_lastVelocity = _velocity;
868 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
869 m_vehicle.Stop();
870
871 if(Body != IntPtr.Zero)
872 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
873 if (prim_geom != IntPtr.Zero)
874 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
875
876 m_outbounds = false;
877 changeDisable(false);
878 base.RequestPhysicsterseUpdate();
879 }
880 }
881
882 public override void SetMomentum(Vector3 momentum)
883 {
884 }
885
886 public override void SetMaterial(int pMaterial)
887 {
888 m_material = pMaterial;
889 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
890 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
891 }
892
893 public void setPrimForRemoval()
894 {
895 AddChange(changes.Remove, null);
896 }
897
898 public override void link(PhysicsActor obj)
899 {
900 AddChange(changes.Link, obj);
901 }
902
903 public override void delink()
904 {
905 AddChange(changes.DeLink, null);
906 }
907
908 public override void LockAngularMotion(Vector3 axis)
909 {
910 // reverse the zero/non zero values for ODE.
911 if (axis.IsFinite())
912 {
913 axis.X = (axis.X > 0) ? 1f : 0f;
914 axis.Y = (axis.Y > 0) ? 1f : 0f;
915 axis.Z = (axis.Z > 0) ? 1f : 0f;
916 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
917 AddChange(changes.AngLock, axis);
918 }
919 else
920 {
921 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
922 }
923 }
924
925 public override void SubscribeEvents(int ms)
926 {
927 m_eventsubscription = ms;
928 _parent_scene.AddCollisionEventReporting(this);
929 }
930
931 public override void UnSubscribeEvents()
932 {
933 _parent_scene.RemoveCollisionEventReporting(this);
934 m_eventsubscription = 0;
935 }
936
937 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
938 {
939 if (CollisionEventsThisFrame == null)
940 CollisionEventsThisFrame = new CollisionEventUpdate();
941
942 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
943 }
944
945 public void SendCollisions()
946 {
947 if (CollisionEventsThisFrame == null)
948 return;
949
950 base.SendCollisionUpdate(CollisionEventsThisFrame);
951
952 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
953 CollisionEventsThisFrame = null;
954 else
955 CollisionEventsThisFrame = new CollisionEventUpdate();
956 }
957
958 public override bool SubscribedEvents()
959 {
960 if (m_eventsubscription > 0)
961 return true;
962 return false;
963 }
964
965
966 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
967 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
968 {
969 Name = primName;
970 LocalID = plocalID;
971
972 m_vehicle = null;
973
974 if (!pos.IsFinite())
975 {
976 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
977 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
978 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
979 }
980 _position = pos;
981 givefakepos = 0;
982
983 m_timeStep = parent_scene.ODE_STEPSIZE;
984 m_invTimeStep = 1f / m_timeStep;
985
986 m_density = parent_scene.geomDefaultDensity;
987 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
988 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
989
990 prim_geom = IntPtr.Zero;
991 collide_geom = IntPtr.Zero;
992 Body = IntPtr.Zero;
993
994 if (!size.IsFinite())
995 {
996 size = new Vector3(0.5f, 0.5f, 0.5f);
997 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
998 }
999
1000 if (size.X <= 0) size.X = 0.01f;
1001 if (size.Y <= 0) size.Y = 0.01f;
1002 if (size.Z <= 0) size.Z = 0.01f;
1003
1004 _size = size;
1005
1006 if (!QuaternionIsFinite(rotation))
1007 {
1008 rotation = Quaternion.Identity;
1009 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1010 }
1011
1012 _orientation = rotation;
1013 givefakeori = 0;
1014
1015 _pbs = pbs;
1016
1017 _parent_scene = parent_scene;
1018 m_targetSpace = IntPtr.Zero;
1019
1020 if (pos.Z < 0)
1021 {
1022 m_isphysical = false;
1023 }
1024 else
1025 {
1026 m_isphysical = pisPhysical;
1027 }
1028 m_fakeisphysical = m_isphysical;
1029
1030 m_isVolumeDetect = false;
1031 m_fakeisVolumeDetect = false;
1032
1033 m_force = Vector3.Zero;
1034
1035 m_iscolliding = false;
1036 m_colliderfilter = 0;
1037 m_NoColide = false;
1038
1039 hasOOBoffsetFromMesh = false;
1040 _triMeshData = IntPtr.Zero;
1041
1042 m_shapetype = _shapeType;
1043
1044 m_lastdoneSelected = false;
1045 m_isSelected = false;
1046 m_delaySelect = false;
1047
1048 m_isphantom = pisPhantom;
1049 m_fakeisphantom = pisPhantom;
1050
1051 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1052 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1053
1054 CalcPrimBodyData();
1055
1056 m_mesh = null;
1057 if (_parent_scene.needsMeshing(pbs))
1058 {
1059 bool convex;
1060 if (m_shapetype == 0)
1061 convex = false;
1062 else
1063 convex = true;
1064
1065 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1066 }
1067
1068
1069 m_building = true; // control must set this to false when done
1070
1071 AddChange(changes.Add, null);
1072 }
1073
1074 private void resetCollisionAccounting()
1075 {
1076 m_collisionscore = 0;
1077 }
1078
1079 private void UpdateCollisionCatFlags()
1080 {
1081 if(m_isphysical && m_disabled)
1082 {
1083 m_collisionCategories = 0;
1084 m_collisionFlags = 0;
1085 }
1086
1087 else if (m_isSelected)
1088 {
1089 m_collisionCategories = CollisionCategories.Selected;
1090 m_collisionFlags = 0;
1091 }
1092
1093 else if (m_isVolumeDetect)
1094 {
1095 m_collisionCategories = CollisionCategories.VolumeDtc;
1096 if (m_isphysical)
1097 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1098 else
1099 m_collisionFlags = 0;
1100 }
1101 else if (m_isphantom)
1102 {
1103 m_collisionCategories = CollisionCategories.Phantom;
1104 if (m_isphysical)
1105 m_collisionFlags = CollisionCategories.Land;
1106 else
1107 m_collisionFlags = 0;
1108 }
1109 else
1110 {
1111 m_collisionCategories = CollisionCategories.Geom;
1112 if (m_isphysical)
1113 m_collisionFlags = m_default_collisionFlagsPhysical;
1114 else
1115 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1116 }
1117 }
1118
1119 private void ApplyCollisionCatFlags()
1120 {
1121 if (prim_geom != IntPtr.Zero)
1122 {
1123 if (!childPrim && childrenPrim.Count > 0)
1124 {
1125 foreach (OdePrim prm in childrenPrim)
1126 {
1127 if (m_isphysical && m_disabled)
1128 {
1129 prm.m_collisionCategories = 0;
1130 prm.m_collisionFlags = 0;
1131 }
1132 else
1133 {
1134 // preserve some
1135 if (prm.m_isSelected)
1136 {
1137 prm.m_collisionCategories = CollisionCategories.Selected;
1138 prm.m_collisionFlags = 0;
1139 }
1140 else if (prm.m_isVolumeDetect)
1141 {
1142 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1143 if (m_isphysical)
1144 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1145 else
1146 prm.m_collisionFlags = 0;
1147 }
1148 else if (prm.m_isphantom)
1149 {
1150 prm.m_collisionCategories = CollisionCategories.Phantom;
1151 if (m_isphysical)
1152 prm.m_collisionFlags = CollisionCategories.Land;
1153 else
1154 prm.m_collisionFlags = 0;
1155 }
1156 else
1157 {
1158 prm.m_collisionCategories = m_collisionCategories;
1159 prm.m_collisionFlags = m_collisionFlags;
1160 }
1161 }
1162
1163 if (prm.prim_geom != IntPtr.Zero)
1164 {
1165 if (prm.m_NoColide)
1166 {
1167 d.GeomSetCategoryBits(prm.prim_geom, 0);
1168 if (m_isphysical)
1169 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1170 else
1171 d.GeomSetCollideBits(prm.prim_geom, 0);
1172 }
1173 else
1174 {
1175 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1176 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1177 }
1178 }
1179 }
1180 }
1181
1182 if (m_NoColide)
1183 {
1184 d.GeomSetCategoryBits(prim_geom, 0);
1185 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1186 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1187 {
1188 d.GeomSetCategoryBits(collide_geom, 0);
1189 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1190 }
1191 }
1192 else
1193 {
1194 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1195 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1196 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1197 {
1198 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1199 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1200 }
1201 }
1202 }
1203 }
1204
1205 private void createAMotor(Vector3 axis)
1206 {
1207 if (Body == IntPtr.Zero)
1208 return;
1209
1210 if (Amotor != IntPtr.Zero)
1211 {
1212 d.JointDestroy(Amotor);
1213 Amotor = IntPtr.Zero;
1214 }
1215
1216 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1217
1218 if (axisnum <= 0)
1219 return;
1220
1221 // stop it
1222 d.BodySetTorque(Body, 0, 0, 0);
1223 d.BodySetAngularVel(Body, 0, 0, 0);
1224
1225 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1226 d.JointAttach(Amotor, Body, IntPtr.Zero);
1227
1228 d.JointSetAMotorMode(Amotor, 0);
1229
1230 d.JointSetAMotorNumAxes(Amotor, axisnum);
1231
1232 // get current orientation to lock
1233
1234 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1235 Quaternion curr; // crap convertion between identical things
1236 curr.X = dcur.X;
1237 curr.Y = dcur.Y;
1238 curr.Z = dcur.Z;
1239 curr.W = dcur.W;
1240 Vector3 ax;
1241
1242 int i = 0;
1243 int j = 0;
1244 if (axis.X == 0)
1245 {
1246 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1247 // ODE should do this with axis relative to body 1 but seems to fail
1248 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1249 d.JointSetAMotorAngle(Amotor, 0, 0);
1250 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1251 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1252 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1253 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1254 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1255 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1256 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1257 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1258 i++;
1259 j = 256; // move to next axis set
1260 }
1261
1262 if (axis.Y == 0)
1263 {
1264 ax = (new Vector3(0, 1, 0)) * curr;
1265 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1266 d.JointSetAMotorAngle(Amotor, i, 0);
1267 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1268 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1269 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1270 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1271 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1272 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1273 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1274 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1275 i++;
1276 j += 256;
1277 }
1278
1279 if (axis.Z == 0)
1280 {
1281 ax = (new Vector3(0, 0, 1)) * curr;
1282 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1283 d.JointSetAMotorAngle(Amotor, i, 0);
1284 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1285 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1286 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1287 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1288 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1289 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1290 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1291 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1292 }
1293 }
1294
1295 private bool setMesh(OdeScene parent_scene)
1296 {
1297 IntPtr vertices, indices;
1298 int vertexCount, indexCount;
1299 int vertexStride, triStride;
1300
1301 if (Body != IntPtr.Zero)
1302 {
1303 if (childPrim)
1304 {
1305 if (_parent != null)
1306 {
1307 OdePrim parent = (OdePrim)_parent;
1308 parent.ChildDelink(this, false);
1309 }
1310 }
1311 else
1312 {
1313 DestroyBody();
1314 }
1315 }
1316
1317 IMesh mesh = null;
1318
1319
1320 lock (m_meshlock)
1321 {
1322 if (m_mesh == null)
1323 {
1324 bool convex;
1325 if (m_shapetype == 0)
1326 convex = false;
1327 else
1328 convex = true;
1329
1330 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1331 }
1332 else
1333 {
1334 mesh = m_mesh;
1335 }
1336
1337 if (mesh == null)
1338 {
1339 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1340 return false;
1341 }
1342
1343
1344 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1345 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1346
1347 if (vertexCount == 0 || indexCount == 0)
1348 {
1349 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1350 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1351 mesh.releaseSourceMeshData();
1352 return false;
1353 }
1354
1355 primOOBoffset = mesh.GetCentroid();
1356 hasOOBoffsetFromMesh = true;
1357
1358 mesh.releaseSourceMeshData();
1359 m_mesh = null;
1360 }
1361
1362 IntPtr geo = IntPtr.Zero;
1363
1364 try
1365 {
1366 _triMeshData = d.GeomTriMeshDataCreate();
1367
1368 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1369 d.GeomTriMeshDataPreprocess(_triMeshData);
1370
1371 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1372 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1373 }
1374
1375 catch (Exception e)
1376 {
1377 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1378 if (_triMeshData != IntPtr.Zero)
1379 {
1380 d.GeomTriMeshDataDestroy(_triMeshData);
1381 _triMeshData = IntPtr.Zero;
1382 }
1383 return false;
1384 }
1385
1386 SetGeom(geo);
1387 return true;
1388 }
1389
1390 private void SetGeom(IntPtr geom)
1391 {
1392 prim_geom = geom;
1393 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1394 if (prim_geom != IntPtr.Zero)
1395 {
1396 if (m_NoColide)
1397 {
1398 d.GeomSetCategoryBits(prim_geom, 0);
1399 if (m_isphysical)
1400 {
1401 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1402 }
1403 else
1404 {
1405 d.GeomSetCollideBits(prim_geom, 0);
1406 d.GeomDisable(prim_geom);
1407 }
1408 }
1409 else
1410 {
1411 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1412 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1413 }
1414
1415 CalcPrimBodyData();
1416
1417 _parent_scene.geom_name_map[prim_geom] = Name;
1418 _parent_scene.actor_name_map[prim_geom] = this;
1419
1420 }
1421 else
1422 m_log.Warn("Setting bad Geom");
1423 }
1424
1425
1426 /// <summary>
1427 /// Create a geometry for the given mesh in the given target space.
1428 /// </summary>
1429 /// <param name="m_targetSpace"></param>
1430 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1431 private void CreateGeom()
1432 {
1433 if (_triMeshData != IntPtr.Zero)
1434 {
1435 d.GeomTriMeshDataDestroy(_triMeshData);
1436 _triMeshData = IntPtr.Zero;
1437 }
1438
1439 bool haveMesh = false;
1440 hasOOBoffsetFromMesh = false;
1441 m_NoColide = false;
1442
1443 if (_parent_scene.needsMeshing(_pbs))
1444 {
1445 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1446 if (!haveMesh)
1447 m_NoColide = true;
1448 }
1449
1450 if (!haveMesh)
1451 {
1452 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1453 && _size.X == _size.Y && _size.Y == _size.Z)
1454 { // it's a sphere
1455 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1456 try
1457 {
1458 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1459 }
1460 catch (Exception e)
1461 {
1462 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1463 return;
1464 }
1465 }
1466 else
1467 {// do it as a box
1468 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1469 try
1470 {
1471 //Console.WriteLine(" CreateGeom 4");
1472 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1473 }
1474 catch (Exception e)
1475 {
1476 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1477 return;
1478 }
1479 }
1480 }
1481 }
1482
1483 /// <summary>
1484 /// Set a new geometry for this prim.
1485 /// </summary>
1486 /// <param name="geom"></param>
1487 private void RemoveGeom()
1488 {
1489 if (prim_geom != IntPtr.Zero)
1490 {
1491 _parent_scene.geom_name_map.Remove(prim_geom);
1492 _parent_scene.actor_name_map.Remove(prim_geom);
1493 try
1494 {
1495 d.GeomDestroy(prim_geom);
1496 if (_triMeshData != IntPtr.Zero)
1497 {
1498 d.GeomTriMeshDataDestroy(_triMeshData);
1499 _triMeshData = IntPtr.Zero;
1500 }
1501 }
1502 // catch (System.AccessViolationException)
1503 catch (Exception e)
1504 {
1505 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1506 }
1507
1508 prim_geom = IntPtr.Zero;
1509 collide_geom = IntPtr.Zero;
1510 }
1511 else
1512 {
1513 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1514 }
1515 Body = IntPtr.Zero;
1516 hasOOBoffsetFromMesh = false;
1517 }
1518/*
1519 private void ChildSetGeom(OdePrim odePrim)
1520 {
1521 // well..
1522 DestroyBody();
1523 MakeBody();
1524 }
1525*/
1526 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1527 // should only be called for non physical prims unless they are becoming non physical
1528 private void SetInStaticSpace(OdePrim prim)
1529 {
1530 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1531 prim.m_targetSpace = targetSpace;
1532 collide_geom = IntPtr.Zero;
1533 }
1534
1535 public void enableBodySoft()
1536 {
1537 m_disabled = false;
1538 if (!childPrim && !m_isSelected)
1539 {
1540 if (m_isphysical && Body != IntPtr.Zero)
1541 {
1542 UpdateCollisionCatFlags();
1543 ApplyCollisionCatFlags();
1544
1545 d.BodyEnable(Body);
1546 }
1547 }
1548 resetCollisionAccounting();
1549 }
1550
1551 private void disableBodySoft()
1552 {
1553 m_disabled = true;
1554 if (!childPrim)
1555 {
1556 if (m_isphysical && Body != IntPtr.Zero)
1557 {
1558 if (m_isSelected)
1559 m_collisionFlags = CollisionCategories.Selected;
1560 else
1561 m_collisionCategories = 0;
1562 m_collisionFlags = 0;
1563 ApplyCollisionCatFlags();
1564 d.BodyDisable(Body);
1565 }
1566 }
1567 }
1568
1569 private void MakeBody()
1570 {
1571 if (!m_isphysical) // only physical get bodies
1572 return;
1573
1574 if (childPrim) // child prims don't get bodies;
1575 return;
1576
1577 if (m_building)
1578 return;
1579
1580 if (prim_geom == IntPtr.Zero)
1581 {
1582 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1583 return;
1584 }
1585
1586 if (Body != IntPtr.Zero)
1587 {
1588 d.BodyDestroy(Body);
1589 Body = IntPtr.Zero;
1590 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1591 }
1592
1593
1594 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1595 {
1596 d.GeomSetBody(prim_geom, IntPtr.Zero);
1597 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1598 }
1599
1600 d.Matrix3 mymat = new d.Matrix3();
1601 d.Quaternion myrot = new d.Quaternion();
1602 d.Mass objdmass = new d.Mass { };
1603
1604 Body = d.BodyCreate(_parent_scene.world);
1605
1606 objdmass = primdMass;
1607
1608 // rotate inertia
1609 myrot.X = _orientation.X;
1610 myrot.Y = _orientation.Y;
1611 myrot.Z = _orientation.Z;
1612 myrot.W = _orientation.W;
1613
1614 d.RfromQ(out mymat, ref myrot);
1615 d.MassRotate(ref objdmass, ref mymat);
1616
1617 // set the body rotation
1618 d.BodySetRotation(Body, ref mymat);
1619
1620 // recompute full object inertia if needed
1621 if (childrenPrim.Count > 0)
1622 {
1623 d.Matrix3 mat = new d.Matrix3();
1624 d.Quaternion quat = new d.Quaternion();
1625 d.Mass tmpdmass = new d.Mass { };
1626 Vector3 rcm;
1627
1628 rcm.X = _position.X;
1629 rcm.Y = _position.Y;
1630 rcm.Z = _position.Z;
1631
1632 lock (childrenPrim)
1633 {
1634 foreach (OdePrim prm in childrenPrim)
1635 {
1636 if (prm.prim_geom == IntPtr.Zero)
1637 {
1638 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1639 continue;
1640 }
1641
1642 tmpdmass = prm.primdMass;
1643
1644 // apply prim current rotation to inertia
1645 quat.X = prm._orientation.X;
1646 quat.Y = prm._orientation.Y;
1647 quat.Z = prm._orientation.Z;
1648 quat.W = prm._orientation.W;
1649 d.RfromQ(out mat, ref quat);
1650 d.MassRotate(ref tmpdmass, ref mat);
1651
1652 Vector3 ppos = prm._position;
1653 ppos.X -= rcm.X;
1654 ppos.Y -= rcm.Y;
1655 ppos.Z -= rcm.Z;
1656 // refer inertia to root prim center of mass position
1657 d.MassTranslate(ref tmpdmass,
1658 ppos.X,
1659 ppos.Y,
1660 ppos.Z);
1661
1662 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1663 // fix prim colision cats
1664
1665 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1666 {
1667 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1668 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1669 }
1670
1671 d.GeomClearOffset(prm.prim_geom);
1672 d.GeomSetBody(prm.prim_geom, Body);
1673 prm.Body = Body;
1674 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1675 }
1676 }
1677 }
1678
1679 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1680 // associate root geom with body
1681 d.GeomSetBody(prim_geom, Body);
1682
1683 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1684 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1685
1686 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1687 myrot.X = -myrot.X;
1688 myrot.Y = -myrot.Y;
1689 myrot.Z = -myrot.Z;
1690
1691 d.RfromQ(out mymat, ref myrot);
1692 d.MassRotate(ref objdmass, ref mymat);
1693
1694 d.BodySetMass(Body, ref objdmass);
1695 _mass = objdmass.mass;
1696
1697 // disconnect from world gravity so we can apply buoyancy
1698 d.BodySetGravityMode(Body, false);
1699
1700 d.BodySetAutoDisableFlag(Body, true);
1701 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1702 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1703 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1704 d.BodySetDamping(Body, .002f, .002f);
1705
1706 if (m_targetSpace != IntPtr.Zero)
1707 {
1708 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1709 if (d.SpaceQuery(m_targetSpace, prim_geom))
1710 d.SpaceRemove(m_targetSpace, prim_geom);
1711 }
1712
1713
1714 if (childrenPrim.Count == 0)
1715 {
1716 collide_geom = prim_geom;
1717 m_targetSpace = _parent_scene.ActiveSpace;
1718 d.SpaceAdd(m_targetSpace, prim_geom);
1719 }
1720 else
1721 {
1722 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1723 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1724 d.SpaceSetSublevel(m_targetSpace, 3);
1725 d.SpaceSetCleanup(m_targetSpace, false);
1726 d.SpaceAdd(m_targetSpace, prim_geom);
1727
1728 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1729 CollisionCategories.Geom |
1730 CollisionCategories.Phantom |
1731 CollisionCategories.VolumeDtc
1732 ));
1733 d.GeomSetCollideBits(m_targetSpace, 0);
1734 collide_geom = m_targetSpace;
1735 }
1736
1737 if (m_delaySelect)
1738 {
1739 m_isSelected = true;
1740 m_delaySelect = false;
1741 }
1742
1743 lock (childrenPrim)
1744 {
1745 foreach (OdePrim prm in childrenPrim)
1746 {
1747 if (prm.prim_geom == IntPtr.Zero)
1748 continue;
1749
1750 Vector3 ppos = prm._position;
1751 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1752
1753 if (prm.m_targetSpace != m_targetSpace)
1754 {
1755 if (prm.m_targetSpace != IntPtr.Zero)
1756 {
1757 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1758 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1759 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1760 }
1761 prm.m_targetSpace = m_targetSpace;
1762 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1763 }
1764
1765 prm.m_collisionscore = 0;
1766
1767 if(!m_disabled)
1768 prm.m_disabled = false;
1769
1770 _parent_scene.addActivePrim(prm);
1771 }
1772 }
1773
1774 // The body doesn't already have a finite rotation mode set here
1775 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1776 {
1777 createAMotor(m_angularlock);
1778 }
1779
1780 m_collisionscore = 0;
1781
1782 UpdateCollisionCatFlags();
1783 ApplyCollisionCatFlags();
1784
1785 if (m_isSelected || m_disabled)
1786 {
1787 d.BodyDisable(Body);
1788 }
1789 else
1790 {
1791 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1792 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1793 }
1794
1795 _parent_scene.addActivePrim(this);
1796 _parent_scene.addActiveGroups(this);
1797 }
1798
1799 private void DestroyBody()
1800 {
1801 if (Body != IntPtr.Zero)
1802 {
1803 _parent_scene.remActivePrim(this);
1804
1805 collide_geom = IntPtr.Zero;
1806
1807 if (m_disabled)
1808 m_collisionCategories = 0;
1809 else if (m_isSelected)
1810 m_collisionCategories = CollisionCategories.Selected;
1811 else if (m_isVolumeDetect)
1812 m_collisionCategories = CollisionCategories.VolumeDtc;
1813 else if (m_isphantom)
1814 m_collisionCategories = CollisionCategories.Phantom;
1815 else
1816 m_collisionCategories = CollisionCategories.Geom;
1817
1818 m_collisionFlags = 0;
1819
1820 if (prim_geom != IntPtr.Zero)
1821 {
1822 if (m_NoColide)
1823 {
1824 d.GeomSetCategoryBits(prim_geom, 0);
1825 d.GeomSetCollideBits(prim_geom, 0);
1826 }
1827 else
1828 {
1829 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1830 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1831 }
1832 UpdateDataFromGeom();
1833 d.GeomSetBody(prim_geom, IntPtr.Zero);
1834 SetInStaticSpace(this);
1835 }
1836
1837 if (!childPrim)
1838 {
1839 lock (childrenPrim)
1840 {
1841 foreach (OdePrim prm in childrenPrim)
1842 {
1843 _parent_scene.remActivePrim(prm);
1844
1845 if (prm.m_isSelected)
1846 prm.m_collisionCategories = CollisionCategories.Selected;
1847 else if (prm.m_isVolumeDetect)
1848 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1849 else if (prm.m_isphantom)
1850 prm.m_collisionCategories = CollisionCategories.Phantom;
1851 else
1852 prm.m_collisionCategories = CollisionCategories.Geom;
1853
1854 prm.m_collisionFlags = 0;
1855
1856 if (prm.prim_geom != IntPtr.Zero)
1857 {
1858 if (prm.m_NoColide)
1859 {
1860 d.GeomSetCategoryBits(prm.prim_geom, 0);
1861 d.GeomSetCollideBits(prm.prim_geom, 0);
1862 }
1863 else
1864 {
1865 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1866 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1867 }
1868 prm.UpdateDataFromGeom();
1869 SetInStaticSpace(prm);
1870 }
1871 prm.Body = IntPtr.Zero;
1872 prm._mass = prm.primMass;
1873 prm.m_collisionscore = 0;
1874 }
1875 }
1876 if (Amotor != IntPtr.Zero)
1877 {
1878 d.JointDestroy(Amotor);
1879 Amotor = IntPtr.Zero;
1880 }
1881 _parent_scene.remActiveGroup(this);
1882 d.BodyDestroy(Body);
1883 }
1884 Body = IntPtr.Zero;
1885 }
1886 _mass = primMass;
1887 m_collisionscore = 0;
1888 }
1889
1890 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1891 {
1892 d.Matrix3 mat = new d.Matrix3();
1893 d.Quaternion quat = new d.Quaternion();
1894
1895 d.Mass tmpdmass = new d.Mass { };
1896 d.Mass objdmass = new d.Mass { };
1897
1898 d.BodyGetMass(Body, out tmpdmass);
1899 objdmass = tmpdmass;
1900
1901 d.Vector3 dobjpos;
1902 d.Vector3 thispos;
1903
1904 // get current object position and rotation
1905 dobjpos = d.BodyGetPosition(Body);
1906
1907 // get prim own inertia in its local frame
1908 tmpdmass = primdMass;
1909
1910 // transform to object frame
1911 mat = d.GeomGetOffsetRotation(prim_geom);
1912 d.MassRotate(ref tmpdmass, ref mat);
1913
1914 thispos = d.GeomGetOffsetPosition(prim_geom);
1915 d.MassTranslate(ref tmpdmass,
1916 thispos.X,
1917 thispos.Y,
1918 thispos.Z);
1919
1920 // subtract current prim inertia from object
1921 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1922
1923 // back prim own inertia
1924 tmpdmass = primdMass;
1925
1926 // update to new position and orientation
1927 _position = NewPos;
1928 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1929 _orientation = newrot;
1930 quat.X = newrot.X;
1931 quat.Y = newrot.Y;
1932 quat.Z = newrot.Z;
1933 quat.W = newrot.W;
1934 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1935
1936 mat = d.GeomGetOffsetRotation(prim_geom);
1937 d.MassRotate(ref tmpdmass, ref mat);
1938
1939 thispos = d.GeomGetOffsetPosition(prim_geom);
1940 d.MassTranslate(ref tmpdmass,
1941 thispos.X,
1942 thispos.Y,
1943 thispos.Z);
1944
1945 d.MassAdd(ref objdmass, ref tmpdmass);
1946
1947 // fix all positions
1948 IntPtr g = d.BodyGetFirstGeom(Body);
1949 while (g != IntPtr.Zero)
1950 {
1951 thispos = d.GeomGetOffsetPosition(g);
1952 thispos.X -= objdmass.c.X;
1953 thispos.Y -= objdmass.c.Y;
1954 thispos.Z -= objdmass.c.Z;
1955 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1956 g = d.dBodyGetNextGeom(g);
1957 }
1958 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1959
1960 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1961 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1962 d.BodySetMass(Body, ref objdmass);
1963 _mass = objdmass.mass;
1964 }
1965
1966
1967
1968 private void FixInertia(Vector3 NewPos)
1969 {
1970 d.Matrix3 primmat = new d.Matrix3();
1971 d.Mass tmpdmass = new d.Mass { };
1972 d.Mass objdmass = new d.Mass { };
1973 d.Mass primmass = new d.Mass { };
1974
1975 d.Vector3 dobjpos;
1976 d.Vector3 thispos;
1977
1978 d.BodyGetMass(Body, out objdmass);
1979
1980 // get prim own inertia in its local frame
1981 primmass = primdMass;
1982 // transform to object frame
1983 primmat = d.GeomGetOffsetRotation(prim_geom);
1984 d.MassRotate(ref primmass, ref primmat);
1985
1986 tmpdmass = primmass;
1987
1988 thispos = d.GeomGetOffsetPosition(prim_geom);
1989 d.MassTranslate(ref tmpdmass,
1990 thispos.X,
1991 thispos.Y,
1992 thispos.Z);
1993
1994 // subtract current prim inertia from object
1995 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1996
1997 // update to new position
1998 _position = NewPos;
1999 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2000
2001 thispos = d.GeomGetOffsetPosition(prim_geom);
2002 d.MassTranslate(ref primmass,
2003 thispos.X,
2004 thispos.Y,
2005 thispos.Z);
2006
2007 d.MassAdd(ref objdmass, ref primmass);
2008
2009 // fix all positions
2010 IntPtr g = d.BodyGetFirstGeom(Body);
2011 while (g != IntPtr.Zero)
2012 {
2013 thispos = d.GeomGetOffsetPosition(g);
2014 thispos.X -= objdmass.c.X;
2015 thispos.Y -= objdmass.c.Y;
2016 thispos.Z -= objdmass.c.Z;
2017 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2018 g = d.dBodyGetNextGeom(g);
2019 }
2020
2021 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2022
2023 // get current object position and rotation
2024 dobjpos = d.BodyGetPosition(Body);
2025
2026 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2027 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2028 d.BodySetMass(Body, ref objdmass);
2029 _mass = objdmass.mass;
2030 }
2031
2032 private void FixInertia(Quaternion newrot)
2033 {
2034 d.Matrix3 mat = new d.Matrix3();
2035 d.Quaternion quat = new d.Quaternion();
2036
2037 d.Mass tmpdmass = new d.Mass { };
2038 d.Mass objdmass = new d.Mass { };
2039 d.Vector3 dobjpos;
2040 d.Vector3 thispos;
2041
2042 d.BodyGetMass(Body, out objdmass);
2043
2044 // get prim own inertia in its local frame
2045 tmpdmass = primdMass;
2046 mat = d.GeomGetOffsetRotation(prim_geom);
2047 d.MassRotate(ref tmpdmass, ref mat);
2048 // transform to object frame
2049 thispos = d.GeomGetOffsetPosition(prim_geom);
2050 d.MassTranslate(ref tmpdmass,
2051 thispos.X,
2052 thispos.Y,
2053 thispos.Z);
2054
2055 // subtract current prim inertia from object
2056 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2057
2058 // update to new orientation
2059 _orientation = newrot;
2060 quat.X = newrot.X;
2061 quat.Y = newrot.Y;
2062 quat.Z = newrot.Z;
2063 quat.W = newrot.W;
2064 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2065
2066 tmpdmass = primdMass;
2067 mat = d.GeomGetOffsetRotation(prim_geom);
2068 d.MassRotate(ref tmpdmass, ref mat);
2069 d.MassTranslate(ref tmpdmass,
2070 thispos.X,
2071 thispos.Y,
2072 thispos.Z);
2073
2074 d.MassAdd(ref objdmass, ref tmpdmass);
2075
2076 // fix all positions
2077 IntPtr g = d.BodyGetFirstGeom(Body);
2078 while (g != IntPtr.Zero)
2079 {
2080 thispos = d.GeomGetOffsetPosition(g);
2081 thispos.X -= objdmass.c.X;
2082 thispos.Y -= objdmass.c.Y;
2083 thispos.Z -= objdmass.c.Z;
2084 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2085 g = d.dBodyGetNextGeom(g);
2086 }
2087
2088 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2089 // get current object position and rotation
2090 dobjpos = d.BodyGetPosition(Body);
2091
2092 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2093 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2094 d.BodySetMass(Body, ref objdmass);
2095 _mass = objdmass.mass;
2096 }
2097
2098
2099 #region Mass Calculation
2100
2101 private float CalculatePrimVolume()
2102 {
2103 float volume = _size.X * _size.Y * _size.Z; // default
2104 float tmp;
2105
2106 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2107 float hollowVolume = hollowAmount * hollowAmount;
2108
2109 switch (_pbs.ProfileShape)
2110 {
2111 case ProfileShape.Square:
2112 // default box
2113
2114 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2115 {
2116 if (hollowAmount > 0.0)
2117 {
2118 switch (_pbs.HollowShape)
2119 {
2120 case HollowShape.Square:
2121 case HollowShape.Same:
2122 break;
2123
2124 case HollowShape.Circle:
2125
2126 hollowVolume *= 0.78539816339f;
2127 break;
2128
2129 case HollowShape.Triangle:
2130
2131 hollowVolume *= (0.5f * .5f);
2132 break;
2133
2134 default:
2135 hollowVolume = 0;
2136 break;
2137 }
2138 volume *= (1.0f - hollowVolume);
2139 }
2140 }
2141
2142 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2143 {
2144 //a tube
2145
2146 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2147 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2148 volume -= volume * tmp * tmp;
2149
2150 if (hollowAmount > 0.0)
2151 {
2152 hollowVolume *= hollowAmount;
2153
2154 switch (_pbs.HollowShape)
2155 {
2156 case HollowShape.Square:
2157 case HollowShape.Same:
2158 break;
2159
2160 case HollowShape.Circle:
2161 hollowVolume *= 0.78539816339f;
2162 break;
2163
2164 case HollowShape.Triangle:
2165 hollowVolume *= 0.5f * 0.5f;
2166 break;
2167 default:
2168 hollowVolume = 0;
2169 break;
2170 }
2171 volume *= (1.0f - hollowVolume);
2172 }
2173 }
2174
2175 break;
2176
2177 case ProfileShape.Circle:
2178
2179 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2180 {
2181 volume *= 0.78539816339f; // elipse base
2182
2183 if (hollowAmount > 0.0)
2184 {
2185 switch (_pbs.HollowShape)
2186 {
2187 case HollowShape.Same:
2188 case HollowShape.Circle:
2189 break;
2190
2191 case HollowShape.Square:
2192 hollowVolume *= 0.5f * 2.5984480504799f;
2193 break;
2194
2195 case HollowShape.Triangle:
2196 hollowVolume *= .5f * 1.27323954473516f;
2197 break;
2198
2199 default:
2200 hollowVolume = 0;
2201 break;
2202 }
2203 volume *= (1.0f - hollowVolume);
2204 }
2205 }
2206
2207 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2208 {
2209 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2210 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2211 volume *= (1.0f - tmp * tmp);
2212
2213 if (hollowAmount > 0.0)
2214 {
2215
2216 // calculate the hollow volume by it's shape compared to the prim shape
2217 hollowVolume *= hollowAmount;
2218
2219 switch (_pbs.HollowShape)
2220 {
2221 case HollowShape.Same:
2222 case HollowShape.Circle:
2223 break;
2224
2225 case HollowShape.Square:
2226 hollowVolume *= 0.5f * 2.5984480504799f;
2227 break;
2228
2229 case HollowShape.Triangle:
2230 hollowVolume *= .5f * 1.27323954473516f;
2231 break;
2232
2233 default:
2234 hollowVolume = 0;
2235 break;
2236 }
2237 volume *= (1.0f - hollowVolume);
2238 }
2239 }
2240 break;
2241
2242 case ProfileShape.HalfCircle:
2243 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2244 {
2245 volume *= 0.5236f;
2246
2247 if (hollowAmount > 0.0)
2248 {
2249 hollowVolume *= hollowAmount;
2250
2251 switch (_pbs.HollowShape)
2252 {
2253 case HollowShape.Circle:
2254 case HollowShape.Triangle: // diference in sl is minor and odd
2255 case HollowShape.Same:
2256 break;
2257
2258 case HollowShape.Square:
2259 hollowVolume *= 0.909f;
2260 break;
2261
2262 // case HollowShape.Triangle:
2263 // hollowVolume *= .827f;
2264 // break;
2265 default:
2266 hollowVolume = 0;
2267 break;
2268 }
2269 volume *= (1.0f - hollowVolume);
2270 }
2271
2272 }
2273 break;
2274
2275 case ProfileShape.EquilateralTriangle:
2276
2277 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2278 {
2279 volume *= 0.32475953f;
2280
2281 if (hollowAmount > 0.0)
2282 {
2283
2284 // calculate the hollow volume by it's shape compared to the prim shape
2285 switch (_pbs.HollowShape)
2286 {
2287 case HollowShape.Same:
2288 case HollowShape.Triangle:
2289 hollowVolume *= .25f;
2290 break;
2291
2292 case HollowShape.Square:
2293 hollowVolume *= 0.499849f * 3.07920140172638f;
2294 break;
2295
2296 case HollowShape.Circle:
2297 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2298 // Cyllinder hollow volume calculation
2299
2300 hollowVolume *= 0.1963495f * 3.07920140172638f;
2301 break;
2302
2303 default:
2304 hollowVolume = 0;
2305 break;
2306 }
2307 volume *= (1.0f - hollowVolume);
2308 }
2309 }
2310 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2311 {
2312 volume *= 0.32475953f;
2313 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2314 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2315 volume *= (1.0f - tmp * tmp);
2316
2317 if (hollowAmount > 0.0)
2318 {
2319
2320 hollowVolume *= hollowAmount;
2321
2322 switch (_pbs.HollowShape)
2323 {
2324 case HollowShape.Same:
2325 case HollowShape.Triangle:
2326 hollowVolume *= .25f;
2327 break;
2328
2329 case HollowShape.Square:
2330 hollowVolume *= 0.499849f * 3.07920140172638f;
2331 break;
2332
2333 case HollowShape.Circle:
2334
2335 hollowVolume *= 0.1963495f * 3.07920140172638f;
2336 break;
2337
2338 default:
2339 hollowVolume = 0;
2340 break;
2341 }
2342 volume *= (1.0f - hollowVolume);
2343 }
2344 }
2345 break;
2346
2347 default:
2348 break;
2349 }
2350
2351 float taperX1;
2352 float taperY1;
2353 float taperX;
2354 float taperY;
2355 float pathBegin;
2356 float pathEnd;
2357 float profileBegin;
2358 float profileEnd;
2359
2360 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2361 {
2362 taperX1 = _pbs.PathScaleX * 0.01f;
2363 if (taperX1 > 1.0f)
2364 taperX1 = 2.0f - taperX1;
2365 taperX = 1.0f - taperX1;
2366
2367 taperY1 = _pbs.PathScaleY * 0.01f;
2368 if (taperY1 > 1.0f)
2369 taperY1 = 2.0f - taperY1;
2370 taperY = 1.0f - taperY1;
2371 }
2372 else
2373 {
2374 taperX = _pbs.PathTaperX * 0.01f;
2375 if (taperX < 0.0f)
2376 taperX = -taperX;
2377 taperX1 = 1.0f - taperX;
2378
2379 taperY = _pbs.PathTaperY * 0.01f;
2380 if (taperY < 0.0f)
2381 taperY = -taperY;
2382 taperY1 = 1.0f - taperY;
2383 }
2384
2385 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2386
2387 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2388 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2389 volume *= (pathEnd - pathBegin);
2390
2391 // this is crude aproximation
2392 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2393 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2394 volume *= (profileEnd - profileBegin);
2395
2396 return volume;
2397 }
2398
2399
2400 private void CalcPrimBodyData()
2401 {
2402 float volume;
2403
2404 if (prim_geom == IntPtr.Zero)
2405 {
2406 // Ubit let's have a initial basic OOB
2407 primOOBsize.X = _size.X;
2408 primOOBsize.Y = _size.Y;
2409 primOOBsize.Z = _size.Z;
2410 primOOBoffset = Vector3.Zero;
2411 }
2412 else
2413 {
2414 d.AABB AABB;
2415 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2416
2417 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2418 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2419 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2420 if (!hasOOBoffsetFromMesh)
2421 {
2422 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2423 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2424 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2425 }
2426 }
2427
2428 // also its own inertia and mass
2429 // keep using basic shape mass for now
2430 volume = CalculatePrimVolume();
2431
2432 primVolume = volume;
2433 primMass = m_density * volume;
2434
2435 if (primMass <= 0)
2436 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2437 if (primMass > _parent_scene.maximumMassObject)
2438 primMass = _parent_scene.maximumMassObject;
2439
2440 _mass = primMass; // just in case
2441
2442 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2443
2444 d.MassTranslate(ref primdMass,
2445 primOOBoffset.X,
2446 primOOBoffset.Y,
2447 primOOBoffset.Z);
2448
2449 primOOBsize *= 0.5f; // let obb size be a corner coords
2450 primOOBradiusSQ = primOOBsize.LengthSquared();
2451 }
2452
2453
2454 #endregion
2455
2456
2457 /// <summary>
2458 /// Add a child prim to this parent prim.
2459 /// </summary>
2460 /// <param name="prim">Child prim</param>
2461 // I'm the parent
2462 // prim is the child
2463 public void ParentPrim(OdePrim prim)
2464 {
2465 //Console.WriteLine("ParentPrim " + m_primName);
2466 if (this.m_localID != prim.m_localID)
2467 {
2468 DestroyBody(); // for now we need to rebuil entire object on link change
2469
2470 lock (childrenPrim)
2471 {
2472 // adopt the prim
2473 if (!childrenPrim.Contains(prim))
2474 childrenPrim.Add(prim);
2475
2476 // see if this prim has kids and adopt them also
2477 // should not happen for now
2478 foreach (OdePrim prm in prim.childrenPrim)
2479 {
2480 if (!childrenPrim.Contains(prm))
2481 {
2482 if (prm.Body != IntPtr.Zero)
2483 {
2484 if (prm.prim_geom != IntPtr.Zero)
2485 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2486 if (prm.Body != prim.Body)
2487 prm.DestroyBody(); // don't loose bodies around
2488 prm.Body = IntPtr.Zero;
2489 }
2490
2491 childrenPrim.Add(prm);
2492 prm._parent = this;
2493 }
2494 }
2495 }
2496 //Remove old children from the prim
2497 prim.childrenPrim.Clear();
2498
2499 if (prim.Body != IntPtr.Zero)
2500 {
2501 if (prim.prim_geom != IntPtr.Zero)
2502 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2503 prim.DestroyBody(); // don't loose bodies around
2504 prim.Body = IntPtr.Zero;
2505 }
2506
2507 prim.childPrim = true;
2508 prim._parent = this;
2509
2510 MakeBody(); // full nasty reconstruction
2511 }
2512 }
2513
2514 private void UpdateChildsfromgeom()
2515 {
2516 if (childrenPrim.Count > 0)
2517 {
2518 foreach (OdePrim prm in childrenPrim)
2519 prm.UpdateDataFromGeom();
2520 }
2521 }
2522
2523 private void UpdateDataFromGeom()
2524 {
2525 if (prim_geom != IntPtr.Zero)
2526 {
2527 d.Quaternion qtmp;
2528 d.GeomCopyQuaternion(prim_geom, out qtmp);
2529 _orientation.W = qtmp.W;
2530 _orientation.X = qtmp.X;
2531 _orientation.Y = qtmp.Y;
2532 _orientation.Z = qtmp.Z;
2533
2534 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2535 _position.X = lpos.X;
2536 _position.Y = lpos.Y;
2537 _position.Z = lpos.Z;
2538 }
2539 }
2540
2541 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2542 {
2543 // Okay, we have a delinked child.. destroy all body and remake
2544 if (odePrim != this && !childrenPrim.Contains(odePrim))
2545 return;
2546
2547 DestroyBody();
2548
2549 if (odePrim == this) // delinking the root prim
2550 {
2551 OdePrim newroot = null;
2552 lock (childrenPrim)
2553 {
2554 if (childrenPrim.Count > 0)
2555 {
2556 newroot = childrenPrim[0];
2557 childrenPrim.RemoveAt(0);
2558 foreach (OdePrim prm in childrenPrim)
2559 {
2560 newroot.childrenPrim.Add(prm);
2561 }
2562 childrenPrim.Clear();
2563 }
2564 if (newroot != null)
2565 {
2566 newroot.childPrim = false;
2567 newroot._parent = null;
2568 if (remakebodies)
2569 newroot.MakeBody();
2570 }
2571 }
2572 }
2573
2574 else
2575 {
2576 lock (childrenPrim)
2577 {
2578 childrenPrim.Remove(odePrim);
2579 odePrim.childPrim = false;
2580 odePrim._parent = null;
2581 // odePrim.UpdateDataFromGeom();
2582 if (remakebodies)
2583 odePrim.MakeBody();
2584 }
2585 }
2586 if (remakebodies)
2587 MakeBody();
2588 }
2589
2590 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2591 {
2592 // Okay, we have a delinked child.. destroy all body and remake
2593 if (odePrim != this && !childrenPrim.Contains(odePrim))
2594 return;
2595
2596 DestroyBody();
2597
2598 if (odePrim == this)
2599 {
2600 OdePrim newroot = null;
2601 lock (childrenPrim)
2602 {
2603 if (childrenPrim.Count > 0)
2604 {
2605 newroot = childrenPrim[0];
2606 childrenPrim.RemoveAt(0);
2607 foreach (OdePrim prm in childrenPrim)
2608 {
2609 newroot.childrenPrim.Add(prm);
2610 }
2611 childrenPrim.Clear();
2612 }
2613 if (newroot != null)
2614 {
2615 newroot.childPrim = false;
2616 newroot._parent = null;
2617 newroot.MakeBody();
2618 }
2619 }
2620 if (reMakeBody)
2621 MakeBody();
2622 return;
2623 }
2624 else
2625 {
2626 lock (childrenPrim)
2627 {
2628 childrenPrim.Remove(odePrim);
2629 odePrim.childPrim = false;
2630 odePrim._parent = null;
2631 if (reMakeBody)
2632 odePrim.MakeBody();
2633 }
2634 }
2635 MakeBody();
2636 }
2637
2638 #region changes
2639
2640 private void changeadd()
2641 {
2642 CreateGeom();
2643
2644 if (prim_geom != IntPtr.Zero)
2645 {
2646 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2647 d.Quaternion myrot = new d.Quaternion();
2648 myrot.X = _orientation.X;
2649 myrot.Y = _orientation.Y;
2650 myrot.Z = _orientation.Z;
2651 myrot.W = _orientation.W;
2652 d.GeomSetQuaternion(prim_geom, ref myrot);
2653
2654 if (!m_isphysical)
2655 {
2656 SetInStaticSpace(this);
2657 UpdateCollisionCatFlags();
2658 ApplyCollisionCatFlags();
2659 }
2660 else
2661 MakeBody();
2662 }
2663 }
2664
2665 private void changeAngularLock(Vector3 newLock)
2666 {
2667 // do we have a Physical object?
2668 if (Body != IntPtr.Zero)
2669 {
2670 //Check that we have a Parent
2671 //If we have a parent then we're not authorative here
2672 if (_parent == null)
2673 {
2674 if (!newLock.ApproxEquals(Vector3.One, 0f))
2675 {
2676 createAMotor(newLock);
2677 }
2678 else
2679 {
2680 if (Amotor != IntPtr.Zero)
2681 {
2682 d.JointDestroy(Amotor);
2683 Amotor = IntPtr.Zero;
2684 }
2685 }
2686 }
2687 }
2688 // Store this for later in case we get turned into a separate body
2689 m_angularlock = newLock;
2690 }
2691
2692 private void changeLink(OdePrim NewParent)
2693 {
2694 if (_parent == null && NewParent != null)
2695 {
2696 NewParent.ParentPrim(this);
2697 }
2698 else if (_parent != null)
2699 {
2700 if (_parent is OdePrim)
2701 {
2702 if (NewParent != _parent)
2703 {
2704 (_parent as OdePrim).ChildDelink(this, false); // for now...
2705 childPrim = false;
2706
2707 if (NewParent != null)
2708 {
2709 NewParent.ParentPrim(this);
2710 }
2711 }
2712 }
2713 }
2714 _parent = NewParent;
2715 }
2716
2717
2718 private void Stop()
2719 {
2720 if (!childPrim)
2721 {
2722 m_force = Vector3.Zero;
2723 m_forceacc = Vector3.Zero;
2724 m_angularForceacc = Vector3.Zero;
2725 _torque = Vector3.Zero;
2726 _velocity = Vector3.Zero;
2727 _acceleration = Vector3.Zero;
2728 m_rotationalVelocity = Vector3.Zero;
2729 _target_velocity = Vector3.Zero;
2730 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2731 m_vehicle.Stop();
2732 }
2733
2734 if (Body != IntPtr.Zero)
2735 {
2736 d.BodySetForce(Body, 0f, 0f, 0f);
2737 d.BodySetTorque(Body, 0f, 0f, 0f);
2738 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2739 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2740 }
2741 }
2742
2743 private void changePhantomStatus(bool newval)
2744 {
2745 m_isphantom = newval;
2746
2747 UpdateCollisionCatFlags();
2748 ApplyCollisionCatFlags();
2749 }
2750
2751/* not in use
2752 internal void ChildSelectedChange(bool childSelect)
2753 {
2754 if(childPrim)
2755 return;
2756
2757 if (childSelect == m_isSelected)
2758 return;
2759
2760 if (childSelect)
2761 {
2762 DoSelectedStatus(true);
2763 }
2764
2765 else
2766 {
2767 foreach (OdePrim prm in childrenPrim)
2768 {
2769 if (prm.m_isSelected)
2770 return;
2771 }
2772 DoSelectedStatus(false);
2773 }
2774 }
2775*/
2776 private void changeSelectedStatus(bool newval)
2777 {
2778 if (m_lastdoneSelected == newval)
2779 return;
2780
2781 m_lastdoneSelected = newval;
2782 DoSelectedStatus(newval);
2783 }
2784
2785 private void CheckDelaySelect()
2786 {
2787 if (m_delaySelect)
2788 {
2789 DoSelectedStatus(m_isSelected);
2790 }
2791 }
2792
2793 private void DoSelectedStatus(bool newval)
2794 {
2795 m_isSelected = newval;
2796 Stop();
2797
2798 if (newval)
2799 {
2800 if (!childPrim && Body != IntPtr.Zero)
2801 d.BodyDisable(Body);
2802
2803 if (m_delaySelect || m_isphysical)
2804 {
2805 m_collisionCategories = CollisionCategories.Selected;
2806 m_collisionFlags = 0;
2807
2808 if (!childPrim)
2809 {
2810 foreach (OdePrim prm in childrenPrim)
2811 {
2812 prm.m_collisionCategories = m_collisionCategories;
2813 prm.m_collisionFlags = m_collisionFlags;
2814
2815 if (prm.prim_geom != null)
2816 {
2817
2818 if (prm.m_NoColide)
2819 {
2820 d.GeomSetCategoryBits(prm.prim_geom, 0);
2821 d.GeomSetCollideBits(prm.prim_geom, 0);
2822 }
2823 else
2824 {
2825 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2826 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2827 }
2828 }
2829 prm.m_delaySelect = false;
2830 }
2831 }
2832// else if (_parent != null)
2833// ((OdePrim)_parent).ChildSelectedChange(true);
2834
2835
2836 if (prim_geom != null)
2837 {
2838 if (m_NoColide)
2839 {
2840 d.GeomSetCategoryBits(prim_geom, 0);
2841 d.GeomSetCollideBits(prim_geom, 0);
2842 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2843 {
2844 d.GeomSetCategoryBits(collide_geom, 0);
2845 d.GeomSetCollideBits(collide_geom, 0);
2846 }
2847
2848 }
2849 else
2850 {
2851 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2852 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2853 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2854 {
2855 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2856 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2857 }
2858 }
2859 }
2860
2861 m_delaySelect = false;
2862 }
2863 else if(!m_isphysical)
2864 {
2865 m_delaySelect = true;
2866 }
2867 }
2868 else
2869 {
2870 if (!childPrim)
2871 {
2872 if (Body != IntPtr.Zero && !m_disabled)
2873 d.BodyEnable(Body);
2874 }
2875// else if (_parent != null)
2876// ((OdePrim)_parent).ChildSelectedChange(false);
2877
2878 UpdateCollisionCatFlags();
2879 ApplyCollisionCatFlags();
2880
2881 m_delaySelect = false;
2882 }
2883
2884 resetCollisionAccounting();
2885 }
2886
2887 private void changePosition(Vector3 newPos)
2888 {
2889 CheckDelaySelect();
2890 if (m_isphysical)
2891 {
2892 if (childPrim) // inertia is messed, must rebuild
2893 {
2894 if (m_building)
2895 {
2896 _position = newPos;
2897 }
2898
2899 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2900 {
2901 FixInertia(newPos);
2902 if (!d.BodyIsEnabled(Body))
2903 d.BodyEnable(Body);
2904 }
2905 }
2906 else
2907 {
2908 if (_position != newPos)
2909 {
2910 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2911 _position = newPos;
2912 }
2913 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2914 d.BodyEnable(Body);
2915 }
2916 }
2917 else
2918 {
2919 if (prim_geom != IntPtr.Zero)
2920 {
2921 if (newPos != _position)
2922 {
2923 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2924 _position = newPos;
2925
2926 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2927 }
2928 }
2929 }
2930 givefakepos--;
2931 if (givefakepos < 0)
2932 givefakepos = 0;
2933 // changeSelectedStatus();
2934 resetCollisionAccounting();
2935 }
2936
2937 private void changeOrientation(Quaternion newOri)
2938 {
2939 CheckDelaySelect();
2940 if (m_isphysical)
2941 {
2942 if (childPrim) // inertia is messed, must rebuild
2943 {
2944 if (m_building)
2945 {
2946 _orientation = newOri;
2947 }
2948 /*
2949 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2950 {
2951 FixInertia(_position, newOri);
2952 if (!d.BodyIsEnabled(Body))
2953 d.BodyEnable(Body);
2954 }
2955 */
2956 }
2957 else
2958 {
2959 if (newOri != _orientation)
2960 {
2961 d.Quaternion myrot = new d.Quaternion();
2962 myrot.X = newOri.X;
2963 myrot.Y = newOri.Y;
2964 myrot.Z = newOri.Z;
2965 myrot.W = newOri.W;
2966 d.GeomSetQuaternion(prim_geom, ref myrot);
2967 _orientation = newOri;
2968 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2969 createAMotor(m_angularlock);
2970 }
2971 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2972 d.BodyEnable(Body);
2973 }
2974 }
2975 else
2976 {
2977 if (prim_geom != IntPtr.Zero)
2978 {
2979 if (newOri != _orientation)
2980 {
2981 d.Quaternion myrot = new d.Quaternion();
2982 myrot.X = newOri.X;
2983 myrot.Y = newOri.Y;
2984 myrot.Z = newOri.Z;
2985 myrot.W = newOri.W;
2986 d.GeomSetQuaternion(prim_geom, ref myrot);
2987 _orientation = newOri;
2988 }
2989 }
2990 }
2991 givefakeori--;
2992 if (givefakeori < 0)
2993 givefakeori = 0;
2994 resetCollisionAccounting();
2995 }
2996
2997 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2998 {
2999 CheckDelaySelect();
3000 if (m_isphysical)
3001 {
3002 if (childPrim && m_building) // inertia is messed, must rebuild
3003 {
3004 _position = newPos;
3005 _orientation = newOri;
3006 }
3007 else
3008 {
3009 if (newOri != _orientation)
3010 {
3011 d.Quaternion myrot = new d.Quaternion();
3012 myrot.X = newOri.X;
3013 myrot.Y = newOri.Y;
3014 myrot.Z = newOri.Z;
3015 myrot.W = newOri.W;
3016 d.GeomSetQuaternion(prim_geom, ref myrot);
3017 _orientation = newOri;
3018 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3019 createAMotor(m_angularlock);
3020 }
3021 if (_position != newPos)
3022 {
3023 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3024 _position = newPos;
3025 }
3026 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3027 d.BodyEnable(Body);
3028 }
3029 }
3030 else
3031 {
3032 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3033 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3034
3035 if (prim_geom != IntPtr.Zero)
3036 {
3037 if (newOri != _orientation)
3038 {
3039 d.Quaternion myrot = new d.Quaternion();
3040 myrot.X = newOri.X;
3041 myrot.Y = newOri.Y;
3042 myrot.Z = newOri.Z;
3043 myrot.W = newOri.W;
3044 d.GeomSetQuaternion(prim_geom, ref myrot);
3045 _orientation = newOri;
3046 }
3047
3048 if (newPos != _position)
3049 {
3050 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3051 _position = newPos;
3052
3053 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3054 }
3055 }
3056 }
3057 givefakepos--;
3058 if (givefakepos < 0)
3059 givefakepos = 0;
3060 givefakeori--;
3061 if (givefakeori < 0)
3062 givefakeori = 0;
3063 resetCollisionAccounting();
3064 }
3065
3066
3067 private void changeDisable(bool disable)
3068 {
3069 if (disable)
3070 {
3071 if (!m_disabled)
3072 disableBodySoft();
3073 }
3074 else
3075 {
3076 if (m_disabled)
3077 enableBodySoft();
3078 }
3079 }
3080
3081 private void changePhysicsStatus(bool NewStatus)
3082 {
3083 CheckDelaySelect();
3084
3085 m_isphysical = NewStatus;
3086
3087 if (!childPrim)
3088 {
3089 if (NewStatus)
3090 {
3091 if (Body == IntPtr.Zero)
3092 MakeBody();
3093 }
3094 else
3095 {
3096 if (Body != IntPtr.Zero)
3097 {
3098 DestroyBody();
3099 }
3100 Stop();
3101 }
3102 }
3103
3104 resetCollisionAccounting();
3105 }
3106
3107 private void changeprimsizeshape()
3108 {
3109 CheckDelaySelect();
3110
3111 OdePrim parent = (OdePrim)_parent;
3112
3113 bool chp = childPrim;
3114
3115 if (chp)
3116 {
3117 if (parent != null)
3118 {
3119 parent.DestroyBody();
3120 }
3121 }
3122 else
3123 {
3124 DestroyBody();
3125 }
3126
3127 RemoveGeom();
3128
3129 // we don't need to do space calculation because the client sends a position update also.
3130 if (_size.X <= 0)
3131 _size.X = 0.01f;
3132 if (_size.Y <= 0)
3133 _size.Y = 0.01f;
3134 if (_size.Z <= 0)
3135 _size.Z = 0.01f;
3136 // Construction of new prim
3137
3138 CreateGeom();
3139
3140 if (prim_geom != IntPtr.Zero)
3141 {
3142 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3143 d.Quaternion myrot = new d.Quaternion();
3144 myrot.X = _orientation.X;
3145 myrot.Y = _orientation.Y;
3146 myrot.Z = _orientation.Z;
3147 myrot.W = _orientation.W;
3148 d.GeomSetQuaternion(prim_geom, ref myrot);
3149 }
3150
3151 if (m_isphysical)
3152 {
3153 if (chp)
3154 {
3155 if (parent != null)
3156 {
3157 parent.MakeBody();
3158 }
3159 }
3160 else
3161 MakeBody();
3162 }
3163
3164 else
3165 {
3166 UpdateCollisionCatFlags();
3167 ApplyCollisionCatFlags();
3168 }
3169
3170 resetCollisionAccounting();
3171 }
3172
3173 private void changeSize(Vector3 newSize)
3174 {
3175 _size = newSize;
3176 changeprimsizeshape();
3177 }
3178
3179 private void changeShape(PrimitiveBaseShape newShape)
3180 {
3181 if(newShape != null)
3182 _pbs = newShape;
3183 changeprimsizeshape();
3184 }
3185
3186 private void changeFloatOnWater(bool newval)
3187 {
3188 m_collidesWater = newval;
3189
3190 UpdateCollisionCatFlags();
3191 ApplyCollisionCatFlags();
3192 }
3193
3194 private void changeSetTorque(Vector3 newtorque)
3195 {
3196 if (!m_isSelected)
3197 {
3198 if (m_isphysical && Body != IntPtr.Zero)
3199 {
3200 if (m_disabled)
3201 enableBodySoft();
3202 else if (!d.BodyIsEnabled(Body))
3203 d.BodyEnable(Body);
3204
3205 }
3206 _torque = newtorque;
3207 }
3208 }
3209
3210 private void changeForce(Vector3 force)
3211 {
3212 m_force = force;
3213 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3214 d.BodyEnable(Body);
3215 }
3216
3217
3218 private void changeAddImpulse(Vector3 impulse)
3219 {
3220 m_forceacc += impulse *m_invTimeStep;
3221 if (!m_isSelected)
3222 {
3223 lock (this)
3224 {
3225 //m_log.Info("[PHYSICS]: dequeing forcelist");
3226 if (m_isphysical && Body != IntPtr.Zero)
3227 {
3228 if (m_disabled)
3229 enableBodySoft();
3230 else if (!d.BodyIsEnabled(Body))
3231 d.BodyEnable(Body);
3232 }
3233 }
3234
3235 m_collisionscore = 0;
3236 }
3237 }
3238
3239 // actually angular impulse
3240 private void changeAddAngularImpulse(Vector3 aimpulse)
3241 {
3242 m_angularForceacc += aimpulse * m_invTimeStep;
3243 if (!m_isSelected)
3244 {
3245 lock (this)
3246 {
3247 if (m_isphysical && Body != IntPtr.Zero)
3248 {
3249 if (m_disabled)
3250 enableBodySoft();
3251 else if (!d.BodyIsEnabled(Body))
3252 d.BodyEnable(Body);
3253 }
3254 }
3255 m_collisionscore = 0;
3256 }
3257 }
3258
3259 private void changevelocity(Vector3 newVel)
3260 {
3261 if (!m_isSelected)
3262 {
3263 if (Body != IntPtr.Zero)
3264 {
3265 if (m_disabled)
3266 enableBodySoft();
3267 else if (!d.BodyIsEnabled(Body))
3268 d.BodyEnable(Body);
3269
3270 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3271 }
3272 //resetCollisionAccounting();
3273 }
3274 _velocity = newVel;
3275 }
3276
3277 private void changeVolumedetetion(bool newVolDtc)
3278 {
3279 m_isVolumeDetect = newVolDtc;
3280 m_fakeisVolumeDetect = newVolDtc;
3281 UpdateCollisionCatFlags();
3282 ApplyCollisionCatFlags();
3283 }
3284
3285 protected void changeBuilding(bool newbuilding)
3286 {
3287 if ((bool)newbuilding)
3288 {
3289 m_building = true;
3290 if (!childPrim)
3291 DestroyBody();
3292 }
3293 else
3294 {
3295 m_building = false;
3296 CheckDelaySelect();
3297 if (!childPrim)
3298 MakeBody();
3299 }
3300 if (!childPrim && childrenPrim.Count > 0)
3301 {
3302 foreach (OdePrim prm in childrenPrim)
3303 prm.changeBuilding(m_building); // call directly
3304 }
3305 }
3306
3307 public void changeSetVehicle(VehicleData vdata)
3308 {
3309 if (m_vehicle == null)
3310 m_vehicle = new ODEDynamics(this);
3311 m_vehicle.DoSetVehicle(vdata);
3312 }
3313 private void changeVehicleType(int value)
3314 {
3315 if (value == (int)Vehicle.TYPE_NONE)
3316 {
3317 if (m_vehicle != null)
3318 m_vehicle = null;
3319 }
3320 else
3321 {
3322 if (m_vehicle == null)
3323 m_vehicle = new ODEDynamics(this);
3324
3325 m_vehicle.ProcessTypeChange((Vehicle)value);
3326 }
3327 }
3328
3329 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3330 {
3331 if (m_vehicle == null)
3332 return;
3333
3334 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3335 }
3336
3337 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3338 {
3339 if (m_vehicle == null)
3340 return;
3341 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3342 }
3343
3344 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3345 {
3346 if (m_vehicle == null)
3347 return;
3348 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3349 }
3350
3351 private void changeVehicleFlags(strVehicleBoolParam bp)
3352 {
3353 if (m_vehicle == null)
3354 return;
3355 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3356 }
3357
3358 #endregion
3359
3360 public void Move()
3361 {
3362 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3363 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3364 {
3365 if (!d.BodyIsEnabled(Body))
3366 {
3367 // let vehicles sleep
3368 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3369 return;
3370
3371 if (++bodydisablecontrol < 20)
3372 return;
3373
3374 bodydisablecontrol = 0;
3375 d.BodyEnable(Body);
3376 }
3377
3378 // check outside region
3379 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3380
3381 if (lpos.Z < -100 || lpos.Z > 100000f)
3382 {
3383 m_outbounds = true;
3384
3385 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3386 _acceleration.X = 0;
3387 _acceleration.Y = 0;
3388 _acceleration.Z = 0;
3389
3390 _velocity.X = 0;
3391 _velocity.Y = 0;
3392 _velocity.Z = 0;
3393 m_rotationalVelocity.X = 0;
3394 m_rotationalVelocity.Y = 0;
3395 m_rotationalVelocity.Z = 0;
3396
3397 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3398 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3399 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3400 m_lastposition = _position;
3401 m_lastorientation = _orientation;
3402
3403 base.RequestPhysicsterseUpdate();
3404
3405 throttleCounter = 0;
3406 _zeroFlag = true;
3407
3408 disableBodySoft(); // disable it and colisions
3409 base.RaiseOutOfBounds(_position);
3410 return;
3411 }
3412
3413 if (lpos.X < 0f)
3414 {
3415 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3416 m_outbounds = true;
3417 }
3418 else if (lpos.X > _parent_scene.WorldExtents.X)
3419 {
3420 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3421 m_outbounds = true;
3422 }
3423 if (lpos.Y < 0f)
3424 {
3425 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3426 m_outbounds = true;
3427 }
3428 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3429 {
3430 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3431 m_outbounds = true;
3432 }
3433
3434 if (m_outbounds)
3435 {
3436 m_lastposition = _position;
3437 m_lastorientation = _orientation;
3438
3439 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3440 m_rotationalVelocity.X = dtmp.X;
3441 m_rotationalVelocity.Y = dtmp.Y;
3442 m_rotationalVelocity.Z = dtmp.Z;
3443
3444 dtmp = d.BodyGetLinearVel(Body);
3445 _velocity.X = dtmp.X;
3446 _velocity.Y = dtmp.Y;
3447 _velocity.Z = dtmp.Z;
3448
3449 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3450 d.BodySetAngularVel(Body, 0, 0, 0);
3451 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3452 disableBodySoft(); // stop collisions
3453 base.RequestPhysicsterseUpdate();
3454 return;
3455 }
3456
3457 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3458 {
3459 // 'VEHICLES' are dealt with in ODEDynamics.cs
3460 m_vehicle.Step();
3461 return;
3462 }
3463
3464 float fx = 0;
3465 float fy = 0;
3466 float fz = 0;
3467
3468 float m_mass = _mass;
3469
3470 if (m_usePID && m_PIDTau > 0)
3471 {
3472 // for now position error
3473 _target_velocity =
3474 new Vector3(
3475 (m_PIDTarget.X - lpos.X),
3476 (m_PIDTarget.Y - lpos.Y),
3477 (m_PIDTarget.Z - lpos.Z)
3478 );
3479
3480 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3481 {
3482 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3483 d.BodySetLinearVel(Body, 0, 0, 0);
3484 return;
3485 }
3486 else
3487 {
3488 _zeroFlag = false;
3489
3490 float tmp = 1 / m_PIDTau;
3491 _target_velocity *= tmp;
3492
3493 // apply limits
3494 tmp = _target_velocity.Length();
3495 if (tmp > 50.0f)
3496 {
3497 tmp = 50 / tmp;
3498 _target_velocity *= tmp;
3499 }
3500 else if (tmp < 0.05f)
3501 {
3502 tmp = 0.05f / tmp;
3503 _target_velocity *= tmp;
3504 }
3505
3506 d.Vector3 vel = d.BodyGetLinearVel(Body);
3507 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3508 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3509 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3510 }
3511 } // end if (m_usePID)
3512
3513 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3514 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3515 {
3516
3517 // Non-Vehicles have a limited set of Hover options.
3518 // determine what our target height really is based on HoverType
3519
3520 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3521
3522 switch (m_PIDHoverType)
3523 {
3524 case PIDHoverType.Ground:
3525 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3526 break;
3527
3528 case PIDHoverType.GroundAndWater:
3529 m_waterHeight = _parent_scene.GetWaterLevel();
3530 if (m_groundHeight > m_waterHeight)
3531 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3532 else
3533 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3534 break;
3535 } // end switch (m_PIDHoverType)
3536
3537 // don't go underground unless volumedetector
3538
3539 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3540 {
3541 d.Vector3 vel = d.BodyGetLinearVel(Body);
3542
3543 fz = (m_targetHoverHeight - lpos.Z);
3544
3545 // if error is zero, use position control; otherwise, velocity control
3546 if (Math.Abs(fz) < 0.01f)
3547 {
3548 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3549 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3550 }
3551 else
3552 {
3553 _zeroFlag = false;
3554 fz /= m_PIDHoverTau;
3555
3556 float tmp = Math.Abs(fz);
3557 if (tmp > 50)
3558 fz = 50 * Math.Sign(fz);
3559 else if (tmp < 0.1)
3560 fz = 0.1f * Math.Sign(fz);
3561
3562 fz = ((fz - vel.Z) * m_invTimeStep);
3563 }
3564 }
3565 }
3566 else
3567 {
3568 float b = (1.0f - m_buoyancy);
3569 fx = _parent_scene.gravityx * b;
3570 fy = _parent_scene.gravityy * b;
3571 fz = _parent_scene.gravityz * b;
3572 }
3573
3574 fx *= m_mass;
3575 fy *= m_mass;
3576 fz *= m_mass;
3577
3578 // constant force
3579 fx += m_force.X;
3580 fy += m_force.Y;
3581 fz += m_force.Z;
3582
3583 fx += m_forceacc.X;
3584 fy += m_forceacc.Y;
3585 fz += m_forceacc.Z;
3586
3587 m_forceacc = Vector3.Zero;
3588
3589 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3590 if (fx != 0 || fy != 0 || fz != 0)
3591 {
3592 d.BodyAddForce(Body, fx, fy, fz);
3593 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3594 }
3595
3596 Vector3 trq;
3597
3598 trq = _torque;
3599 trq += m_angularForceacc;
3600 m_angularForceacc = Vector3.Zero;
3601 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3602 {
3603 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3604 }
3605 }
3606 else
3607 { // is not physical, or is not a body or is selected
3608 // _zeroPosition = d.BodyGetPosition(Body);
3609 return;
3610 //Console.WriteLine("Nothing " + Name);
3611
3612 }
3613 }
3614
3615 public void UpdatePositionAndVelocity()
3616 {
3617 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3618 {
3619 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3620 {
3621 bool lastZeroFlag = _zeroFlag;
3622
3623 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3624
3625 d.Quaternion ori;
3626 d.GeomCopyQuaternion(prim_geom, out ori);
3627
3628 // decide if moving
3629 // use positions since this are integrated quantities
3630 // tolerance values depende a lot on simulation noise...
3631 // use simple math.abs since we dont need to be exact
3632
3633 if (
3634 (Math.Abs(_position.X - lpos.X) < 0.001f)
3635 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3636 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3637 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3638 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3639 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3640 )
3641 {
3642 _zeroFlag = true;
3643 }
3644 else
3645 _zeroFlag = false;
3646
3647 // update velocities and aceleration
3648 if (!(_zeroFlag && lastZeroFlag))
3649 {
3650 d.Vector3 vel = d.BodyGetLinearVel(Body);
3651
3652 _acceleration = _velocity;
3653
3654 if ((Math.Abs(vel.X) < 0.001f) &&
3655 (Math.Abs(vel.Y) < 0.001f) &&
3656 (Math.Abs(vel.Z) < 0.001f))
3657 {
3658 _velocity = Vector3.Zero;
3659 float t = -m_invTimeStep;
3660 _acceleration = _acceleration * t;
3661 }
3662 else
3663 {
3664 _velocity.X = vel.X;
3665 _velocity.Y = vel.Y;
3666 _velocity.Z = vel.Z;
3667 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3668 }
3669
3670 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3671 (Math.Abs(_acceleration.Y) < 0.01f) &&
3672 (Math.Abs(_acceleration.Z) < 0.01f))
3673 {
3674 _acceleration = Vector3.Zero;
3675 }
3676
3677 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3678 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3679 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3680 )
3681 {
3682 m_rotationalVelocity = Vector3.Zero;
3683 }
3684 else
3685 {
3686 vel = d.BodyGetAngularVel(Body);
3687 m_rotationalVelocity.X = vel.X;
3688 m_rotationalVelocity.Y = vel.Y;
3689 m_rotationalVelocity.Z = vel.Z;
3690 }
3691 }
3692
3693 if (_zeroFlag)
3694 {
3695 if (lastZeroFlag)
3696 {
3697 _velocity = Vector3.Zero;
3698 _acceleration = Vector3.Zero;
3699 m_rotationalVelocity = Vector3.Zero;
3700 }
3701
3702 if (!m_lastUpdateSent)
3703 {
3704 base.RequestPhysicsterseUpdate();
3705 if (lastZeroFlag)
3706 m_lastUpdateSent = true;
3707 }
3708 return;
3709 }
3710
3711 _position.X = lpos.X;
3712 _position.Y = lpos.Y;
3713 _position.Z = lpos.Z;
3714
3715 _orientation.X = ori.X;
3716 _orientation.Y = ori.Y;
3717 _orientation.Z = ori.Z;
3718 _orientation.W = ori.W;
3719 base.RequestPhysicsterseUpdate();
3720 m_lastUpdateSent = false;
3721 }
3722 }
3723 }
3724
3725 internal static bool QuaternionIsFinite(Quaternion q)
3726 {
3727 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3728 return false;
3729 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3730 return false;
3731 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3732 return false;
3733 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3734 return false;
3735 return true;
3736 }
3737
3738 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3739 {
3740 // assumes object center of mass is zero
3741 float smass = part.mass;
3742 theobj.mass -= smass;
3743
3744 smass *= 1.0f / (theobj.mass); ;
3745
3746 theobj.c.X -= part.c.X * smass;
3747 theobj.c.Y -= part.c.Y * smass;
3748 theobj.c.Z -= part.c.Z * smass;
3749
3750 theobj.I.M00 -= part.I.M00;
3751 theobj.I.M01 -= part.I.M01;
3752 theobj.I.M02 -= part.I.M02;
3753 theobj.I.M10 -= part.I.M10;
3754 theobj.I.M11 -= part.I.M11;
3755 theobj.I.M12 -= part.I.M12;
3756 theobj.I.M20 -= part.I.M20;
3757 theobj.I.M21 -= part.I.M21;
3758 theobj.I.M22 -= part.I.M22;
3759 }
3760
3761 private void donullchange()
3762 {
3763 }
3764
3765 public bool DoAChange(changes what, object arg)
3766 {
3767 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3768 {
3769 return false;
3770 }
3771
3772 // nasty switch
3773 switch (what)
3774 {
3775 case changes.Add:
3776 changeadd();
3777 break;
3778 case changes.Remove:
3779 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3780 //When we return true, it destroys all of the prims in the linkset anyway
3781 if (_parent != null)
3782 {
3783 OdePrim parent = (OdePrim)_parent;
3784 parent.ChildRemove(this, false);
3785 }
3786 else
3787 ChildRemove(this, false);
3788
3789 m_vehicle = null;
3790 RemoveGeom();
3791 m_targetSpace = IntPtr.Zero;
3792 if (m_eventsubscription > 0)
3793 UnSubscribeEvents();
3794 return true;
3795
3796 case changes.Link:
3797 OdePrim tmp = (OdePrim)arg;
3798 changeLink(tmp);
3799 break;
3800
3801 case changes.DeLink:
3802 changeLink(null);
3803 break;
3804
3805 case changes.Position:
3806 changePosition((Vector3)arg);
3807 break;
3808
3809 case changes.Orientation:
3810 changeOrientation((Quaternion)arg);
3811 break;
3812
3813 case changes.PosOffset:
3814 donullchange();
3815 break;
3816
3817 case changes.OriOffset:
3818 donullchange();
3819 break;
3820
3821 case changes.Velocity:
3822 changevelocity((Vector3)arg);
3823 break;
3824
3825 // case changes.Acceleration:
3826 // changeacceleration((Vector3)arg);
3827 // break;
3828 // case changes.AngVelocity:
3829 // changeangvelocity((Vector3)arg);
3830 // break;
3831
3832 case changes.Force:
3833 changeForce((Vector3)arg);
3834 break;
3835
3836 case changes.Torque:
3837 changeSetTorque((Vector3)arg);
3838 break;
3839
3840 case changes.AddForce:
3841 changeAddImpulse((Vector3)arg);
3842 break;
3843
3844 case changes.AddAngForce:
3845 changeAddAngularImpulse((Vector3)arg);
3846 break;
3847
3848 case changes.AngLock:
3849 changeAngularLock((Vector3)arg);
3850 break;
3851
3852 case changes.Size:
3853 changeSize((Vector3)arg);
3854 break;
3855
3856 case changes.Shape:
3857 changeShape((PrimitiveBaseShape)arg);
3858 break;
3859
3860 case changes.CollidesWater:
3861 changeFloatOnWater((bool)arg);
3862 break;
3863
3864 case changes.VolumeDtc:
3865 changeVolumedetetion((bool)arg);
3866 break;
3867
3868 case changes.Phantom:
3869 changePhantomStatus((bool)arg);
3870 break;
3871
3872 case changes.Physical:
3873 changePhysicsStatus((bool)arg);
3874 break;
3875
3876 case changes.Selected:
3877 changeSelectedStatus((bool)arg);
3878 break;
3879
3880 case changes.disabled:
3881 changeDisable((bool)arg);
3882 break;
3883
3884 case changes.building:
3885 changeBuilding((bool)arg);
3886 break;
3887
3888 case changes.VehicleType:
3889 changeVehicleType((int)arg);
3890 break;
3891
3892 case changes.VehicleFlags:
3893 changeVehicleFlags((strVehicleBoolParam) arg);
3894 break;
3895
3896 case changes.VehicleFloatParam:
3897 changeVehicleFloatParam((strVehicleFloatParam) arg);
3898 break;
3899
3900 case changes.VehicleVectorParam:
3901 changeVehicleVectorParam((strVehicleVectorParam) arg);
3902 break;
3903
3904 case changes.VehicleRotationParam:
3905 changeVehicleRotationParam((strVehicleQuatParam) arg);
3906 break;
3907
3908 case changes.SetVehicle:
3909 changeSetVehicle((VehicleData) arg);
3910 break;
3911 case changes.Null:
3912 donullchange();
3913 break;
3914
3915 default:
3916 donullchange();
3917 break;
3918 }
3919 return false;
3920 }
3921
3922 public void AddChange(changes what, object arg)
3923 {
3924 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3925 }
3926
3927
3928 private struct strVehicleBoolParam
3929 {
3930 public int param;
3931 public bool value;
3932 }
3933
3934 private struct strVehicleFloatParam
3935 {
3936 public int param;
3937 public float value;
3938 }
3939
3940 private struct strVehicleQuatParam
3941 {
3942 public int param;
3943 public Quaternion value;
3944 }
3945
3946 private struct strVehicleVectorParam
3947 {
3948 public int param;
3949 public Vector3 value;
3950 }
3951 }
3952} \ No newline at end of file